This was the first real project at college where most of the code was my own instead of following the professor's tutorial. This game features a 9 hole course along with extra mini-game modes. I found this project to challenge me in overall game design, since I thought too much about making it work from a techincal standpoint and not making a fun experience
After a year of learning Unity, I made an FPS for my final project, including a lot of mechanics that I had made for previous projects. These mechanics compiled perfectly into this FPS. One challenge i faced while making this project was taking mechanics I had already made in another engine, and then converting them into a completely different language.
With one semester worth of Unreal Engine experience, I decided to make another FPS. For this project, I experimented with making the framework for a movement grind shooter, with a shop to buy upgrades in. I found that using a more visual scripting language instead of a standard language caused me some trouble, and took a bit of getting used to
The next semester, we were required to use C++ for our projects as the primary code base in Unreal, as well as work in a group. We decided to make the framework of a destruction shooter, using destroyable elements and powerups to effect our stats. The challenge of this came from using C++, as it is a lower level language than what I was comfortable with, so a steep learning curve followed.